/*varying float Diffuse;
varying vec4  TexCoord;
varying vec4  ProjShadow;

uniform vec3 LightDirection;
*/
void main(void)
{
	gl_Position = ftransform();
/*
	vec3 realNorm = gl_NormalMatrix * gl_Normal;
	Diffuse         = max(dot(-LightDirection, realNorm), 0.0);
	TexCoord        = gl_MultiTexCoord0;
	ProjShadow		= gl_TextureMatrix[1] * gl_Vertex;
	gl_Position		= ftransform(); */
}
